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Vox Populi: stationary players on radar

PostPosted: 14 Jun 2012, 21:37
by greaserpirate
I've been skeptical of this feature for a long time, and I'm still not sure what purpose is served by having stationary players not show up on radar. I've seen it used for camping, and it gives a huge advantage to campers since you don't know where they're hiding out waiting to kill you, but besides that I've never seen it used for any other purpose- if someone's chasing you, they can easily just go to the place your dot disappeared at, and you can't do anything about it.

I also had an idea: a radar that would show players for a while after they shoot their weapons and when they're hit, and then fade out. That way you could sneak around, adding an element of hide-and-seek, while still being alerted of all threats and battles.


I'm willing to help code this, but I know I shouldn't do anything without permission since enhancing my abilityies by changing the source code could be concieved as hacking. (even if it is a hax to find campers :p )

Re: Vox Populi: stationary players on radar

PostPosted: 14 Jun 2012, 23:56
by riidom
Not sure if I ever mentioned my idea about the radar somewhere in some thread, but I think it is a good place to repeat it here: I would like to test the simply inverted way:

Moving players disappear; once they stand, they appear.

Re: Vox Populi: stationary players on radar

PostPosted: 15 Jun 2012, 06:02
by inpersona64
riidom {l Wrote}:Not sure if I ever mentioned my idea about the radar somewhere in some thread, but I think it is a good place to repeat it here: I would like to test the simply inverted way:

Moving players disappear; once they stand, they appear.

I remember hearing this. kind of like an anti-camp tool :P

While on topic though, It would be nice to have a toggle between making the radar a "motion-sensor" and making it a proximity-sensor in reference to gunfire.

A toggle for all three would be a nice addition to the game :)

Re: Vox Populi: stationary players on radar

PostPosted: 15 Jun 2012, 06:20
by qreeves
The main reason stationary players disappear is because of regeneration of health and impulse, the secondary reason is stealth for snipers. The game is so fast paced there had to be a balance put in place. When looking at a game mechanic that's already been implemented, you need to think of the wider scope in which it has been done for, almost everything in Red Eclipse is deliberate. That being said, I might consider a server-side option.

Re: Vox Populi: stationary players on radar

PostPosted: 15 Jun 2012, 11:16
by TheLastProject
qreeves {l Wrote}:That being said, I might consider a server-side option.

Seeing how you always care so much about all the players, even after all your careful balancing and their complaints about it (you can never please anyone, but you surely are doing a great job), I though this "Good Guy Quin" picture with way too low quality should be here, as it captures the way you care for the community pretty well:
Image

Re: Vox Populi: stationary players on radar

PostPosted: 15 Jun 2012, 12:22
by riidom
Anti Camp Tool is pretty true, yes.
That the players should be able to recover health and especially impulse, I agree as well.

There could be a delay of, lets say, 2 seconds, before the radar kicks in. And it should have some kind of threshold in terms of movement, like 1m or so, else we will see the birth of the "dancing camper" :)
Probably things just start to get a bit complicated, I'm as always just throwing out ideas, so what you think?

Re: Vox Populi: stationary players on radar

PostPosted: 15 Jun 2012, 13:49
by Fallen
qreeves {l Wrote}:The main reason stationary players disappear is because of regeneration of health and impulse,


I think that it will be good idea to add few optional options to that. For example "when player health is being regenerated, then they are not visable on radar, if they have 80% of health and 50% impulse, then just show them!".

Yeah.. That's just my stupid idea like always...

Re: Vox Populi: stationary players on radar

PostPosted: 15 Jun 2012, 22:19
by greaserpirate
qreeves {l Wrote}:The main reason stationary players disappear is because of regeneration of health and impulse, the secondary reason is stealth for snipers. The game is so fast paced there had to be a balance put in place. When looking at a game mechanic that's already been implemented, you need to think of the wider scope in which it has been done for, almost everything in Red Eclipse is deliberate. That being said, I might consider a server-side option.


That makes a lot more sense, thanks for clearing things up! While I agree with your intention, in my experience the current method hasn't really helped damaged players escape though, since they're still trapped at the place where their dot disappears on the radar. But since you've made me aware of the need for players to escape while regenerating, I have to say I like Fallen's solution:

Fallen {l Wrote}:
I think that it will be good idea to add few optional options to that. For example "when player health is being regenerated, then they are not visable on radar, if they have 80% of health and 50% impulse, then just show them!".

Yeah.. That's just my stupid idea like always...


Too many good ideas! I don't think I can make a poll containing them all...

The impression I'm getting is that the best idea is a server-side variable with all these options (normal, always-show-up, show-up-when-shooting, Riidom's inverted Anti-Camper style, and Fallen's fade-with-damage idea), keeping the normal setting as a default. This way people can try out all the different setting but it won't override any settings that Quin and others worked hard to implement. It also means that, by setting default to normal, I (along with anyone else who wants to help me make this into a reality) won't be able to use these advantages on other peoples' servers. So far I haven't heard Quin or anyone else object to me developing this, so as of now I'm going to start coding if there are no objections. If anyone wants to help me, I'm happy to work with them.

By the way, I really liked the "Good Guy Quin" image :D . Tweakablitiy is one of Red Eclipse's major perks, but at the same time the default settings work perfectly. It feels good to know that a lot of effort and brainpower goes into making the features of the game, but if you want you can change them around whenever you want to any way you want, so anything is possibleā„¢. In a way the devs are kind of like the ideal parents (or the ideal government) to the RE community- they put a lot of work into making sure we turn out well, but they still give us the freedom to choose things for ourselves.

Re: Vox Populi: stationary players on radar

PostPosted: 16 Jun 2012, 21:20
by fawstoar
Maybe we could have the opposite? Moving players are invisible. Stationary players show up on the radar. It would encourage a run-and-gun playstyle which suits RE better in my opinion. That said, I'm certain we should revise a change like that, since most players are usually moving constantly. Maybe it could be based on speed somehow? Or energy pool?

Re: Vox Populi: stationary players on radar

PostPosted: 17 Jun 2012, 09:32
by kr1egsgott
no, never!
sniping is already hard in this game - when using zoom (everything else is no sniping imho)
We have enough parkour, now let's not forget about the hide & seek thing - but that's an other topic.
Maybee we could add that shot players appear on the radar, too. However, I'm suited with the current style.

Re: Vox Populi: stationary players on radar

PostPosted: 17 Jun 2012, 22:54
by Gingerbear
TheLastProject {l Wrote}:
qreeves {l Wrote}:That being said, I might consider a server-side option.

Seeing how you always care so much about all the players, even after all your careful balancing and their complaints about it (you can never please anyone, but you surely are doing a great job), I though this "Good Guy Quin" picture with way too low quality should be here, as it captures the way you care for the community pretty well:
Image


I love this :heart: